[RELz] Clep Home

Post » Thu Dec 03, 2009 10:39 am

Very nice Miss Sparkle :coolvaultboy:

I've been lurking on this thread keenly watching this, downloaded, tested and rated :D

The only issue I spotted was 'Headwears' instead of 'Headwear' on one of the containers but apart from that its perfect :foodndrink:
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Kayleigh Mcneil
 
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Post » Thu Dec 03, 2009 3:35 am

Very nice Miss Sparkle :coolvaultboy:

I've been lurking on this thread keenly watching this, downloaded, tested and rated :D

The only issue I spotted was 'Headwears' instead of 'Headwear' on one of the containers but apart from that its perfect :foodndrink:


Thank you so very much for the interest! It means a whole lot to me that you commented, rated, uploaded an image and gave me a bug report! You are amazing for doing that, so thank you so very much :hugs:

I will fix that issue and upload a fix on Monday.

As I said in the reply on Nexus in the comment section, if anyone has any issues with companions, please let me know. The only thing I did for companions is navmeshed the area. I didn't place any markers, cause I don't use a companion. I really don't see Clep Home being the main home to interact with companions with, but if some people do, I will be happy to address the issue :D
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James Rhead
 
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Post » Thu Dec 03, 2009 2:51 pm

Ah, finally a version to try out, I've been watching and waiting. I'll bring my mercenary leader/companion collector character to the home in a little bit and see how it works. It should be an acid test, since I have standard companions, SCC companions and independant mod companions with that character... I'll see if anything breaks. :)
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Shaylee Shaw
 
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Post » Thu Dec 03, 2009 12:41 pm

Ah, finally a version to try out, I've been watching and waiting. I'll bring my mercenary leader/companion collector character to the home in a little bit and see how it works. It should be an acid test, since I have standard companions, SCC companions and independant mod companions with that character... I'll see if anything breaks. :)


Awesome news! Tell your companions to bring their friends as well, try to break it! I need to know these things so I may have anything fixed for any reason :) I look forward to the feedback (even if it is bad) and take your time :) Thank you so much for your interest :hugs:
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Juan Cerda
 
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Post » Thu Dec 03, 2009 6:57 am

Well, I won't say my companions 'broke' the house.. they just absolutely refused to enter. Which isn't surprising since there isn't a normal door. Or is it required that they have glasses to enter as well? I couldn't get them to enter the home, I tried to sleep for an hour, and to wait for 1, 6 and 24 hours, starting from a couple different locations. But they never showed up, even ones who followed me all the way to Point Lookout. Just as well I suppose, the place is to small for that many people at once. :)

The place is nicely put together though, neat and clean, I like that. Has everything you need as a storage facility. Though I do with that storage hallway was a bit wider. It feels awful claustrophobic. The Enclave radio was a bit odd, most people go for GNR. But nothing wrong with that, except they'll likely go off the air late in the game. Has anyone ever produced a radio mod that lets you change stations? It would be a nice touch. Other than that, big props on the place. I can't wait to move in and start decorating.
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Klaire
 
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Post » Thu Dec 03, 2009 3:55 pm

@ Ashya - Ok, there are 5 Clep Teleport Glasses in the Companion Items Container. Try giving them one and see if that works. The way the glasses are set up is that you have to click on them for the glasses to teleport you, but you don't actually have them worn. I will do some testing this weekend with a companion as well.

Thank you! Maybe for the future I will expand the facility room, you are right :) I could never figure out how to get the GNR radio station to come in cause that is the one I prefer as well. The enclave station is the only one that works for me. As far as I know, no one has made it so you can switch radio stations, but I want that feature as well. If and when that does happen, I will be adding it for sure!

Thank you so much for the feedback!
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Alisha Clarke
 
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Post » Thu Dec 03, 2009 4:07 pm

Well, A little more testing here Miss Sparkle. Giving teleport glasses to followers doesn't allow them to come to the home with you. In fact, when I gave glasses to non-standard followers it prevented me from teleporting to the house. I gave them to Clover, Bittercup and Sasha Ashe and couldn't go anywhere. When I got the glassed back from Bittercup and Sasha I was able to go to the house normally again, but Clover didn't come with me. I was able to teleport Sasha to me using her call sign, a feature of the mod that adds her to the game that does a moveto player command on the follower. Once I did that and told her to rest she used the navmesh normally. She seemed fascinated with eating while sitting on the toilet though.. strange girl.
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Jade
 
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Post » Thu Dec 03, 2009 9:06 am

Well, A little more testing here Miss Sparkle. Giving teleport glasses to followers doesn't allow them to come to the home with you. In fact, when I gave glasses to non-standard followers it prevented me from teleporting to the house. I gave them to Clover, Bittercup and Sasha Ashe and couldn't go anywhere. When I got the glassed back from Bittercup and Sasha I was able to go to the house normally again, but Clover didn't come with me. I was able to teleport Sasha to me using her call sign, a feature of the mod that adds her to the game that does a moveto player command on the follower. Once I did that and told her to rest she used the navmesh normally. She seemed fascinated with eating while sitting on the toilet though.. strange girl.


Thank you so very much for the report back! This weekend, my job is to work with the companions and make this companion teleport friendly :D You will be added to the credits as well for the help and information :)
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Nitol Ahmed
 
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Post » Thu Dec 03, 2009 4:49 am

Ashya been testing companions with this myself and Bittercup came with me no problem, still have to test other companions though. I use FO3Edit's merge patch option, and masterUpdate/MasterRestore as I'm running on V1.5 , what's your setup?

Going to do some further testing for you Miss sparkle and will report my findings here.
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Wayland Neace
 
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Post » Thu Dec 03, 2009 4:47 am

I will be testing companions with 1.6. I don't use anything else at the moment, so I never did the Master Update/Restore, or any other patches (besides the official ones). It is good that there are different setups, gives me a broader perspective of what will work and what won't work :D

Thank you both, you have really helped me out a bunch and I am forever grateful!
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Emily abigail Villarreal
 
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Post » Thu Dec 03, 2009 2:16 am

Which Bittercup mod are you using, Xiomberg? I've been using this one: http://www.fallout3nexus.com/downloads/file.php?id=4349 with the optional texture pack to give her goth skin. I'm also using Sharing and Caring Companions. Overall though I use the 1.5 patch with FO3Edit master update.

I tried a different character which doesn't use companions and grabbed the totally unmodded Star Cross Paladin. She also would not follow me into the home. I even turned off all my mods, only loading the CLEP house and the DLC packs and got the same results. My companions just don't like the home...
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xemmybx
 
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Post » Thu Dec 03, 2009 3:26 pm

Ashya I'm using this one http://www.fallout3nexus.com/downloads/file.php?id=1991 with the bittercup_waitrelax-1_3 esp. I also use the 'Followers Relax' and 'FollowersHire' mods.
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Rowena
 
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Post » Thu Dec 03, 2009 4:14 am

The one I use is based off taht Xiomberg, except it adds an unlimited ammo gun. I don't have any problems with companions following me into most house mods. At worst I would have to wait an hour. Some I have had problems with the companions getting 'stuck' at the entrance of the home and refusing to leave the spot, but that hasn't been the case with this one. I can come and go as normal, but the companions won't follow under their own power.
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^_^
 
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Post » Thu Dec 03, 2009 3:34 am

The one I use is based off taht Xiomberg, except it adds an unlimited ammo gun. I don't have any problems with companions following me into most house mods. At worst I would have to wait an hour. Some I have had problems with the companions getting 'stuck' at the entrance of the home and refusing to leave the spot, but that hasn't been the case with this one. I can come and go as normal, but the companions won't follow under their own power.


You did give your companion(s) the glasses from the companion item box right?

No worries, hopefully on Monday there will be a new update for the companions. By hook or by crook this will be companion teleport friendly!
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candice keenan
 
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Post » Thu Dec 03, 2009 6:38 am

Tried with vanilla follower Jerico and couldn't teleport once I had given him a pair of teleport specs.

Will try some more companions and report back.

Wonder if you have to wait a bit for the game to catch up to the fact that the companion now has a teleport token, will also try and force equip them to see if that fixes them.
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Lynne Hinton
 
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Post » Thu Dec 03, 2009 3:00 pm

You did give your companion(s) the glasses from the companion item box right?

No worries, hopefully on Monday there will be a new update for the companions. By hook or by crook this will be companion teleport friendly!


I tried it both with and without glasses Miss Sparkle, under all sorts of conditions. I think the trouble comes in the fact that there is no actual door to enter in. Companions want to travel by overland routes. So if no route exists, they just kinda stand around looking dumb. I don't know if there's a generic Companion variable or something that you could use to force them to moveto player after you teleport to the house automatically... You can do it manually if you know their refid.
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Ernesto Salinas
 
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Post » Thu Dec 03, 2009 5:15 am

I just did a quick test with the http://www.fallout3nexus.com/downloads/file.php?id=1991. I gave her a pair of the Clep Teleport Glasses, but the first time I teleported, she didn't follow, so I teleported back to her and then walked outside, teleported again and she followed me to Clep Home. I don't know if it had anything to do with the walking threw a door first, I just wanted to see if I could get her to follow me. I will doing more tests all weekend (when I am not cooking and entertaining for 4th of July).

I am going to spend more time testing with her before I try out other companions (and the upgrades for them).

[edit] Ok, it seems you have to walk threw a door first before she will teleport with you to clep. I tried to teleport a few time before walking threw a door with her and she didn't follow. I then loaded the game up again and walked threw a door with her first and then teleported to clep and she followed me there the first time.

[edit 2] Ok, with the http://www.fallout3nexus.com/downloads/file.php?id=4349 she teleported with me and now that I think about it, I think I forgot to give her the glasses first. We were both outside already and I didn't have to walk threw a door first.
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Trent Theriot
 
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Post » Thu Dec 03, 2009 12:14 pm

OMG it's out! A day early! Sneaky sneaky...but a pleasant surprise. ^_^

I'm off to download :bolt: ...sounds like it's going pretty smooth minus a companion hiccup. :thumbsup:
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Anthony Rand
 
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Post » Thu Dec 03, 2009 12:34 pm

OMG it's out! A day early! Sneaky sneaky...but a pleasant surprise. ^_^

I'm off to download :bolt: ...sounds like it's going pretty smooth minus a companion hiccup. :thumbsup:


:whistle: Yeah, but if I planned on it being out today, something would have happened where it wouldn't have been ready until next week lol! Thankfully the companion is the only issue (besides a spelling error that is an easy fix). Gives me something new to learn anyways, so it really isn't a problem for me :)


[edit] I think I know how to fix the teleport for companions, I had a brain storm! There is only 1 marker to mark locations, so if I make each of the glasses call a different mark marker, that should fix the problems. I will test this out. So... Do not give your companions the Clep Teleport Glasses. If this works well, I will have a fix tomorrow :D
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Sheila Esmailka
 
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Post » Thu Dec 03, 2009 7:47 am

:whistle: Yeah, but if I planned on it being out today, something would have happened where it wouldn't have been ready until next week lol! Thankfully the companion is the only issue (besides a spelling error that is an easy fix). Gives me something new to learn anyways, so it really isn't a problem for me :)


[edit] I think I know how to fix the teleport for companions, I had a brain storm! There is only 1 marker to mark locations, so if I make each of the glasses call a different mark marker, that should fix the problems. I will test this out. So... Do not give your companions the Clep Teleport Glasses. If this works well, I will have a fix tomorrow :D


Very fast reaction...glad to hear you might have a handle on it. :)

Gotta say your mod is excellent...I wrote some crazy review of it on the Nexus...but bottom line you did an awesome job.

Love the teleportation...I'm hooked. Bedroom, custom pictures, container heaven...screenshots can never do it justice. So much better in game...

:foodndrink: :celebration: :goodjob: :woot:
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Jessica Colville
 
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Post » Thu Dec 03, 2009 7:47 am

Well, I started a new game.. Decided to give FOOK a try too, so I loaded up just what I wanted from that, DarN UI and your home. :) I had a couple of other observations about it to share.

The teleport glasses. Well, they're really not glasses at all. You don't wear them like glasses, they don't take the glasses slot, it's just that you equip them to go there and take them off to come back. It'd suggest something else to represent the item. Two suggests for it are the 'Teleport Token' using the Holotape model. Glasses can be pretty hard to find, both when you are picking them up the first time and if you were to drop them for some reason. A holotape is hard to miss and there aren't enough around the game that it is likely you would mix them up.

The other thought I had for the item would be 'Teleport Tags', using the Brotherhood Holotags model. A bit smaller than the holotape, so they could be overlooked more, but all the same reasons for the previous suggestion apply.

I also came across something to give me some concern, but I'm not sure if I would want it changed or not. Something I'm not used to is moveable containers like the ones in the storage hallway. Especially with the hall being so narrow, it's going to be very difficult to impossible to avoid bumping into the shelves and containers. I gave them a little knock earlier and they slid around a bit... Physics in this game being what they are pretty much nothing has weight, so bumping into something like the containers sends them flying like air hockey pucks.

One one hand, I do like the idea that I could move the containers around as I like. And on the other hand, I know I'm going to eventually hit the shelves to hard and have to spend a bunch of time picking them up and putting them back into place. So I'm divided on the idea if they would be better if they were fixed in place or not... Maybe split the difference, have most of them fixed in place with some moveable containers at the ends...
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Shiarra Curtis
 
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Post » Thu Dec 03, 2009 2:09 pm

@ Ashya, I like your idea of Brotherhood Holotags, that would be a cool change :coolvaultboy:

@ Miss Sparkle, Will keep a lookout for the update, I tried all sorts of companions and got really mixed up results , no consistency in them :blink: so fingers crossed you have the problem sussed :)

Perhaps change the map marker positions to the main room rather than the storage area for less chance of bumping containers by companions or youself.

About the radio, I use this mod http://www.fallout3nexus.com/downloads/file.php?id=4709, this gives you a menu at the radio to choose which station to listen to, can you make your radio compatable with that? The radio in Moriarty's bar works with this mod if you need to look for an example in game or GECK.

Just holler if you need more testing done :D
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Stu Clarke
 
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Post » Thu Dec 03, 2009 3:25 am

@ Rayek - Thank you so very much for that review, and the rating! I think that was the biggest, most enjoyable review I have ever read for any mod :wub: I am so pleased that you like it. I have tried the drop down GNR radio station with the radio, but all I get is white noise cause there isn't a signal (same with pipboy when I am in Clep Home).

@ Ashya - You are right, after I made the glasses a token, they really don't fit the "glasses" concept to teleport. I will look for something else to better fit the concept!

I will also take your suggestion and make the container room bigger, it really should be bigger so that people don't bump into the containers once they (or companions) move them around. The containers will remain movable, but it will be in a bigger room and more shelves so that people can organize and customize as they please. The reason why it was that size is cause I don't use companions, so I didn't have it in my mind to make this home companion friendly. After I worked with 2 companions last night, I can see where there could be some issues. What is it with companions and the toilet anyways. They all seem to be drawn to it :rofl:

@ Xiomberg - Since I am going to make the storage room bigger, I am going to keep the teleport markers in the same room. I love the fact that I can just teleport, drop off loot into the "Items to Organize" box and teleport back out. It gives me a box to throw everything into, and then organize into other boxes later. If I can sort out this Companion teleport issue, I will make sure the markers for the companions are placed away from containers. The quick testing I did last night still didn't solve the issue. I do have a few more ideas though, so I will continue to work with them.

I will look into that mod, thank you very much for the suggestion! Lets cross our fingers that it will work, cause I really want GNR!

@ Everyone - Ok, since this is a holiday weekend, and I have a few more things to change, I am going to shoot for next Friday for an update. I had a request to put in a work bench as well. I don't want to just throw things together just to get an update out for Monday cause I want to make things perfect. This means I have to work on the lighting, more re-textures, and more tests :woot:

Feel free to make some suggestions of either more containers to be made, objects that you want, or changes to be made. I think I may take Rayek up on his idea of the aquarium in the bedroom with red lighing ;) I have to check out the lag situation first and some rooms may have to go into a separate cell.

Thank you everyone for the support, ideas, testing and interest! :hugs:
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Shelby Huffman
 
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Post » Thu Dec 03, 2009 10:29 am

@ Rayek - Thank you so very much for that review, and the rating! I think that was the biggest, most enjoyable review I have ever read for any mod :wub: I am so pleased that you like it. I have tried the drop down GNR radio station with the radio, but all I get is white noise cause there isn't a signal (same with pipboy when I am in Clep Home).

@ Ashya - You are right, after I made the glasses a token, they really don't fit the "glasses" concept to teleport. I will look for something else to better fit the concept!

I will also take your suggestion and make the container room bigger, it really should be bigger so that people don't bump into the containers once they (or companions) move them around. The containers will remain movable, but it will be in a bigger room and more shelves so that people can organize and customize as they please. The reason why it was that size is cause I don't use companions, so I didn't have it in my mind to make this home companion friendly. After I worked with 2 companions last night, I can see where there could be some issues. What is it with companions and the toilet anyways. They all seem to be drawn to it :rofl:

@ Xiomberg - Since I am going to make the storage room bigger, I am going to keep the teleport markers in the same room. I love the fact that I can just teleport, drop off loot into the "Items to Organize" box and teleport back out. It gives me a box to throw everything into, and then organize into other boxes later. If I can sort out this Companion teleport issue, I will make sure the markers for the companions are placed away from containers. The quick testing I did last night still didn't solve the issue. I do have a few more ideas though, so I will continue to work with them.

I will look into that mod, thank you very much for the suggestion! Lets cross our fingers that it will work, cause I really want GNR!

@ Everyone - Ok, since this is a holiday weekend, and I have a few more things to change, I am going to shoot for next Friday for an update. I had a request to put in a work bench as well. I don't want to just throw things together just to get an update out for Monday cause I want to make things perfect. This means I have to work on the lighting, more re-textures, and more tests :woot:

Feel free to make some suggestions of either more containers to be made, objects that you want, or changes to be made. I think I may take Rayek up on his idea of the aquarium in the bedroom with red lighing ;) I have to check out the lag situation first and some rooms may have to go into a separate cell.

Thank you everyone for the support, ideas, testing and interest! :hugs:


That is some really great feedback...don't overwork yourself though...one thing at a time! :) It's great as is...

The radio suggestion is really cool...also the Holotags isn't too shabby either...

Aquarium would be cool, but you are right about the frame rate hit...I had a specific request to remove it so they wouldn't lag so much. Not sure how they know that it is what's responsible for the lag though.

Glad you liked the review...went a bit crazy with it. But I love Clep Home. And I believe as I said on Nexus the white noise is there until your character completes the GNR quest. (satellite dish to the Washington Monument tower)

Relax, enjoy the Holiday...this is all polish "if you want to" stuff. I'll be checking back again before Friday as you tend to be sneaky sneaky. :lmao:
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Fanny Rouyé
 
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Post » Thu Dec 03, 2009 11:54 am

-I moved the storage room to a bigger room.
-I fixed the Headwears to read Headwear.
-I added an aquarium to the bedroom.

I am still playing around with the aquarium area, so lighting has to be worked on. In the picture below, you are able to store things under the aquarium. You can't see much of that area now, but that will be fixed. There is a slight lag, but nothing bad. I have to play the game on the lowest settings, so that says a lot for anyone else.

I am going to move the mannequin platforms to the storage area, from the bedroom. I think it is kinda freaky to have the mannequins where you sleep anyways.

http://i331.photobucket.com/albums/l441/Mysticgaminggal/Clep%20Home/ScreenShot293.jpg
http://i331.photobucket.com/albums/l441/Mysticgaminggal/Clep%20Home/ScreenShot292.jpg
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STEVI INQUE
 
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